Time#msMin
  • References/Game Development/Phaser/Time/Time

msMin : number Advanced timing result: The minimum amount of time the game has taken between consecutive frames. Only calculated

2025-01-10 15:47:30
Time#fpsMin
  • References/Game Development/Phaser/Time/Time

fpsMin : number Advanced timing result: The lowest rate the fps has dropped to. Only calculated if

2025-01-10 15:47:30
Time#pauseDuration
  • References/Game Development/Phaser/Time/Time

pauseDuration : number Records how long the game was last paused, in milliseconds.(This is not updated until the game is

2025-01-10 15:47:30
Time#create()
  • References/Game Development/Phaser/Time/Time

create(autoDestroy) → {Phaser.Timer}

2025-01-10 15:47:30
Time#events
  • References/Game Development/Phaser/Time/Time

events : Phaser.Timer A

2025-01-10 15:47:30
Time#slowMotion
  • References/Game Development/Phaser/Time/Time

slowMotion : number Scaling factor to make the game move smoothly in slow motion 1.0 = normal speed 2.0 =

2025-01-10 15:47:30
Time#removeAll()
  • References/Game Development/Phaser/Time/Time

removeAll() Remove all Timer objects, regardless of their state and clears all Timers from the

2025-01-10 15:47:30
Time#elapsedSince()
  • References/Game Development/Phaser/Time/Time

elapsedSince(since) → {number} How long has passed since the given time. Parameters

2025-01-10 15:47:30
Time#desiredFps
  • References/Game Development/Phaser/Time/Time

desiredFps : integer The desired frame rate of the game. This is used is used to calculate the physic / logic multiplier

2025-01-10 15:47:30
Time#physicsElapsedMS
  • References/Game Development/Phaser/Time/Time

physicsElapsedMS : number The physics update delta, in milliseconds - equivalent to physicsElapsed * 1000.

2025-01-10 15:47:30